com.unity.netcode.gameobjects@2.0.0-exp.4
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [2.0.0-exp.4] - 2024-05-31 ### Added - Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933) - Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912) - Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912) - Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912) ### Fixed - Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933) - Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924) - Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912) - Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898) ### Changed - Change all the access modifiers of test class from Public to Internal (#2930) - Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929) - Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875) - Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875) - Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
This commit is contained in:
@@ -9,7 +9,7 @@ using UnityEngine;
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namespace Unity.Netcode.RuntimeTests
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{
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public class NetworkTransformBase : IntegrationTestWithApproximation
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internal class NetworkTransformBase : IntegrationTestWithApproximation
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{
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// The number of iterations to change position, rotation, and scale for NetworkTransformMultipleChangesOverTime
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@@ -731,7 +731,7 @@ namespace Unity.Netcode.RuntimeTests
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/// <summary>
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/// Helper component for all NetworkTransformTests
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/// </summary>
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public class NetworkTransformTestComponent : NetworkTransform
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internal class NetworkTransformTestComponent : NetworkTransform
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{
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public bool ServerAuthority;
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public bool ReadyToReceivePositionUpdate = false;
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@@ -794,7 +794,7 @@ namespace Unity.Netcode.RuntimeTests
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/// Helper component for NetworkTransform parenting tests when
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/// a child is a parent of another child (i.e. "sub child")
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/// </summary>
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public class SubChildObjectComponent : ChildObjectComponent
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internal class SubChildObjectComponent : ChildObjectComponent
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{
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protected override bool IsSubChild()
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{
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@@ -805,7 +805,7 @@ namespace Unity.Netcode.RuntimeTests
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/// <summary>
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/// Helper component for NetworkTransform parenting tests
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/// </summary>
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public class ChildObjectComponent : NetworkTransform
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internal class ChildObjectComponent : NetworkTransform
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{
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public static int TestCount;
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public static bool EnableChildLog;
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@@ -6,7 +6,7 @@ namespace Unity.Netcode.RuntimeTests
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{
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[TestFixture(HostOrServer.Host, Authority.OwnerAuthority)]
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[TestFixture(HostOrServer.Host, Authority.ServerAuthority)]
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public class NetworkTransformGeneral : NetworkTransformBase
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internal class NetworkTransformGeneral : NetworkTransformBase
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{
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public NetworkTransformGeneral(HostOrServer testWithHost, Authority authority) :
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base(testWithHost, authority, RotationCompression.None, Rotation.Euler, Precision.Full)
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@@ -66,7 +66,7 @@ namespace Unity.Netcode.RuntimeTests
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var halfThreshold = m_AuthoritativeTransform.RotAngleThreshold * 0.5001f;
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// Apply the current state prior to getting reference rotations which assures we have
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// applied the most current rotation deltas and that all bitset flags are updated
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// applied the most current rotation deltas and that all bitset flags are updated
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var results = m_AuthoritativeTransform.ApplyState();
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TimeTravelAdvanceTick();
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@@ -12,7 +12,7 @@ namespace Unity.Netcode.RuntimeTests
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[TestFixture(HostOrServer.DAHost, MotionModels.UseTransform)]
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[TestFixture(HostOrServer.DAHost, MotionModels.UseRigidbody)]
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[TestFixture(HostOrServer.Host, MotionModels.UseTransform)]
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public class NetworkTransformOwnershipTests : IntegrationTestWithApproximation
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internal class NetworkTransformOwnershipTests : IntegrationTestWithApproximation
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{
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public enum MotionModels
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{
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@@ -447,7 +447,7 @@ namespace Unity.Netcode.RuntimeTests
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/// <summary>
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/// NetworkTransformOwnershipTests helper behaviour
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/// </summary>
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public class VerifyObjectIsSpawnedOnClient : NetworkBehaviour
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internal class VerifyObjectIsSpawnedOnClient : NetworkBehaviour
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{
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public static Dictionary<ulong, VerifyObjectIsSpawnedOnClient> NetworkManagerRelativeSpawnedObjects = new Dictionary<ulong, VerifyObjectIsSpawnedOnClient>();
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@@ -512,7 +512,7 @@ namespace Unity.Netcode.RuntimeTests
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/// This will have to be used to verify the ownership authority
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/// </summary>
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[DisallowMultipleComponent]
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public class TestClientNetworkTransform : NetworkTransform
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internal class TestClientNetworkTransform : NetworkTransform
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{
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//public override void OnNetworkSpawn()
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//{
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@@ -26,7 +26,7 @@ namespace Unity.Netcode.RuntimeTests
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[TestFixture(HostOrServer.Host, Authority.ServerAuthority, RotationCompression.None, Rotation.Quaternion, Precision.Half)]
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[TestFixture(HostOrServer.Host, Authority.ServerAuthority, RotationCompression.QuaternionCompress, Rotation.Quaternion, Precision.Full)]
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[TestFixture(HostOrServer.Host, Authority.ServerAuthority, RotationCompression.QuaternionCompress, Rotation.Quaternion, Precision.Half)]
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public class NetworkTransformPacketLossTests : NetworkTransformBase
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internal class NetworkTransformPacketLossTests : NetworkTransformBase
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{
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private const int k_Latency = 50;
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private const int k_PacketLoss = 2;
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@@ -490,7 +490,7 @@ namespace Unity.Netcode.RuntimeTests
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// Match the first position update
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if (Approximately(m_RandomPosition, networkTransformState.GetPosition()))
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{
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// Teleport to the m_RandomPosition plus the
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// Teleport to the m_RandomPosition plus the
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m_AuthoritativeTransform.SetState(m_TeleportOffset + m_RandomPosition, null, null, false);
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m_AuthoritativeTransform.AuthorityPushedTransformState -= OnAuthorityPushedTransformState;
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m_Teleported = true;
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@@ -15,7 +15,7 @@ namespace Unity.Netcode.RuntimeTests
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[TestFixture(TransformSpace.World, Precision.Half, Rotation.Quaternion)]
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[TestFixture(TransformSpace.Local, Precision.Full, Rotation.Quaternion)]
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[TestFixture(TransformSpace.Local, Precision.Half, Rotation.Quaternion)]
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public class NetworkTransformStateTests
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internal class NetworkTransformStateTests
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{
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public enum SyncAxis
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{
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@@ -33,7 +33,7 @@ namespace Unity.Netcode.RuntimeTests
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[TestFixture(HostOrServer.Host, Authority.OwnerAuthority, RotationCompression.QuaternionCompress, Rotation.Quaternion, Precision.Full)]
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[TestFixture(HostOrServer.Host, Authority.OwnerAuthority, RotationCompression.QuaternionCompress, Rotation.Quaternion, Precision.Half)]
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#endif
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public class NetworkTransformTests : NetworkTransformBase
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internal class NetworkTransformTests : NetworkTransformBase
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{
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protected const int k_TickRate = 60;
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/// <summary>
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@@ -311,7 +311,7 @@ namespace Unity.Netcode.RuntimeTests
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Assert.True(WaitForConditionOrTimeOutWithTimeTravel(() => m_AuthoritativeTransform.StatePushed && m_NonAuthoritativeTransform.StateUpdated), $"[Non-Interpolate {i}] Timed out waiting for state to be pushed ({m_AuthoritativeTransform.StatePushed}) or state to be updated ({m_NonAuthoritativeTransform.StateUpdated})!");
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// For 3 axis, we will skip validating that the non-authority interpolates to its target point at least once.
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// This will validate that non-authoritative updates are maintaining their target state axis values if only 2
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// This will validate that non-authoritative updates are maintaining their target state axis values if only 2
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// of the axis are being updated to assure interpolation maintains the targeted axial value per axis.
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// For 2 and 1 axis tests we always validate per delta update
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if (m_AxisExcluded || axisCount < 3)
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